typedef PooledString<ShaderPool> ShaderString;
typedef ShaderString ShaderVariable;
typedef ShaderString ShaderValue;
-typedef CopiedString TextureExpression;
+typedef std::string TextureExpression;
// clean a texture name to the qtexture_t name format we use internally
// NOTE: case sensitivity: the engine is case sensitive. we store the shader name with case information and save with case
void parseTextureName( StringType& name, const char* token ){
StringOutputStream cleaned( 256 );
cleaned << PathCleaned( token );
- name = CopiedString( StringRange( cleaned.c_str(), path_get_filename_base_end( cleaned.c_str() ) ) ).c_str(); // remove extension
+ name = std::string( StringRange( cleaned.c_str(), path_get_filename_base_end( cleaned.c_str() ) ) ).c_str(); // remove extension
}
bool Tokeniser_parseTextureName( Tokeniser& tokeniser, TextureExpression& name ){
return true;
}
-bool Tokeniser_parseShaderName( Tokeniser& tokeniser, CopiedString& name ){
+bool Tokeniser_parseShaderName( Tokeniser& tokeniser, std::string& name ){
const char* token = tokeniser.getToken();
if ( token == 0 ) {
Tokeniser_unexpectedError( tokeniser, token, "#shader-name" );
class ShaderTemplate
{
std::size_t m_refcount;
-CopiedString m_Name;
+std::string m_Name;
public:
ShaderParameters m_params;
}
typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
-typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
+typedef std::map<std::string, ShaderTemplatePointer> ShaderTemplateMap;
ShaderTemplateMap g_shaders;
ShaderTemplateMap g_shaderTemplates;
const char* filename;
};
-typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
+typedef std::map<std::string, ShaderDefinition> ShaderDefinitionMap;
ShaderDefinitionMap g_shaderDefinitions;
bool parseTemplateInstance( Tokeniser& tokeniser, const char* filename ){
- CopiedString name;
+ std::string name;
RETURN_FALSE_IF_FAIL( Tokeniser_parseShaderName( tokeniser, name ) );
const char* templateName = tokeniser.getToken();
ShaderTemplate* shaderTemplate = findTemplate( templateName );
const ShaderArguments& m_args;
const char* m_filename;
// name is shader-name, otherwise texture-name (if not a real shader)
-CopiedString m_Name;
+std::string m_Name;
qtexture_t* m_pTexture;
qtexture_t* m_notfound;
bool CShader::m_lightingEnabled = false;
typedef SmartPointer<CShader> ShaderPointer;
-typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
+typedef std::map<std::string, ShaderPointer, shader_less_t> shaders_t;
shaders_t g_ActiveShaders;
}
};
-std::list<CopiedString> g_shaderFilenames;
+std::list<std::string> g_shaderFilenames;
void ParseShaderFile( Tokeniser& tokeniser, const char* filename ){
g_shaderFilenames.push_back( filename );
tokeniser.ungetToken();
}
// first token should be the path + name.. (from base)
- CopiedString name;
+ std::string name;
if ( !Tokeniser_parseShaderName( tokeniser, name ) ) {
}
ShaderTemplatePointer shaderTemplate( new ShaderTemplate() );